Posts tagged with "Xbox"

Lil Tecca via Republic Records for use by 360 Magazine

Lil Tecca × Aminé – Gametime

Representing a first-of-its-kind collaboration, Republic Records, Warner Bros. Pictures, and Xbox present the music video for “Gametime” by Lil Tecca and Aminé—from the Space Jam: A New Legacy Official Soundtrack. Watch the music video for “Gametime”—HERE.

In celebration of the upcoming film, Xbox invited fans from around the world to submit their ideas for an original Space Jam: A New Legacy–themed video game. The result is “Space Jam: A New Legacy – The Game,” a basketball beat ‘em up reminiscent of classic arcade games of the ‘90’s.

For the “Gametime” music video, Xbox animated Lil Tecca into the newest member of the Tune Squad as a character in the arcade-style game, on-screen. During a key sequence, the multi-platinum New York rapper faces the Goon Squad alongside none other than basketball superstar, LeBron James. In addition to “Space Jam: A New Legacy – The Game,” the music video showcases an exclusive Tune Squad Xbox Wireless Controller and a custom Bugs Bunny Xbox Series S Console. The integration marks a full circle moment for Tecca who started rapping and honing his craft while on Xbox Live. 

“Ten years ago if you told me I’d be in an Xbox game with the G.O.A.T. himself, I wouldn’t believe it,” commented Tecca. “This is the biggest dream come true, and I’m so thankful Bron, Xbox, and Space Jam: A New Legacy invited me to the party.”

“We’ve got a rap superstar, an iconic film franchise, and the greatest athlete of this generation in one video,” added Marcos Waltenberg, Director of Xbox Global Partnerships. “We’ve never done anything of this magnitude between sports, music, film, and video games. It’s a watershed moment for Xbox, and we’re honored to be a part of it.”

The “Space Jam: A New Legacy–The Game” launched globally on July 1 exclusively into Xbox Game Pass Perks for a limited time. The game will be available free-to-play for all fans through the Microsoft Store on Xbox on Thursday, July 15.

The Space Jam: A New Legacy Official Soundtrack arrives in stores and at all digital retailers on July 9, 2021. Listen to the soundtrack HERE! Check out the full tracklisting below.

Tracklisting

  1. Lil Baby + Kirk Franklin – “We Win (Space Jam: A New Legacy)”
  2. 24kGoldn – “Control The World” [feat. Lil Wayne]
  3. Chance the Rapper – “See Me Fly” [feat. John Legend & Symba]
  4. Saweetie – “Hoops” [feat. Salt-N-Pepa & Kash Doll]
  5. Lil Uzi Vert – “Pump Up The Jam”
  6. SAINt JHN – “Just For Me” [feat. SZA]
  7. John Legend – “Crowd Go Crazy”
  8. Jonas Brothers – “Mercy”
  9. Lil Tecca & Aminé – “Gametime”
  10. Dame D.O.L.L.A., G-Eazy, P-Lo & White Dave – “About That Time”
  11. BROCKHAMPTON – “MVP”
  12. Cordae & DUCKWRTH – “Settle The Score”
  13. Big Freedia – “Goin Looney”
  14. Joyner Lucas – “Shoot My Shot”
  15. Leon Bridges – “My Guy”
  16. Anthony Ramos – “The Best”
graph via Mina Tocalini for use by 360 Magazine

The Rise in Sales of Nintendo Switch

As one of the most popular consoles globally, Nintendo Switch witnessed an influx of new players and fans since its release back in 2017. According to data presented by SafeBettingSites, Nintendo Switch sales jumped by 50% in a year, with its lifetime unit sales reaching 85.7 million as of May.

More than 26M Nintendo Switch Consoles Sold in a Year

Following the disappointing sales of its predecessor, the Wii U, the Switch was seen as the new hope for Nintendo in the ongoing battle with other console giants, PlayStation and Xbox. Acting as both a portable and home console system and offering a seamless and unified experience switching between them, the console soon started to gain popularity in the gaming community.

A year after its launch in March 2017, the Nintendo Switch hit 15.5 million sold units worldwide, revealed Statista and VGChartz data. The next two years witnessed an influx of new fans, with its lifetime sales reaching 49.8 million units in December 2019. However, as the entire gaming industry exploded amid the lockdowns, Nintendo sold almost 10 million Switch units in the first half of 2020 only. The surge in demand continued since then, with more than 26 million Nintendo Switch consoles sold in the last year.

Compared to other top-selling consoles, Nintendo Switch lifetime sales is still significantly lower than 115.6 million PS4 units sold so far. However, statistics show that Nintendo Switch sold 35.6 million units more than Xbox One, whose lifetime sales hit 50.1 million this month.

North America Generates One-third of Total Sales Revenue

Analyzed by geography, North America represents the leading Nintendo Switch region, with 32.1 million units sold as of May. Europe and Japan followed with 22.2 million and 19.9 million, respectively.

One of the key reasons for the Switch’s success is the popularity of Nintendo’s first-party titles. Blockbuster series like Mario, The Legend of Zelda, and Pokémon are exclusive to Nintendo, meaning that fans can only play them on Nintendo consoles.

With 35.4 million sold units as of March, Mario Kart 8 Delux ranked as the top-selling Nintendo Switch game. Animal Crossing: New Horizons ranked second with 32.6 million in total sales. Super Smash Bros. Ultimate, The Legend of Zelda: Breath of the Wild and Pokémon Sword/Pokémon Shield follow with 23.8 million, 22.2 million, and 21.1 million in unit sales, respectively. 

Post Image via Carey Cavaney for Blaze PR for use by 360 Magazine

Monster Energy × Post Malone

Monster Energy is giving 10 lucky grand prize winners an exclusive virtual fan experience with Post Malone and 15 first prize winners the new Xbox Series X console. Entries may be submitted now through August 31, 2021 by uploading Monster Energy receipts HERE.

“Monster Energy is excited to welcome Post Malone to our team,” said Monster Energy’s CMO Dan McHugh. “Post Malone is the perfect addition to our team of award-winning talent. We look forward to growing together through our partnership.”

At 25 years old, multi-platinum recording artist Post Malone has already had multiple No. 1’s on the Billboard charts and recently became the youngest artist in history to earn three RIAA Diamond Certified singles. This is on top of his nine Grammy nominations and nine American Music Awards including “Top Artist.”

“I am pumped to team up with Monster Energy and look forward to continuing to kick ass and having fun together,” said Malone.

Powered by the company’s unique energy blend, Monster Energy continues to fuel the music industry’s biggest names. For more information on Monster Energy, click HERE.

About Monster Energy

Based in Corona, California, Monster Energy is the leading marketer of energy drinks and alternative beverages. Refusing to acknowledge the traditional, Monster Energy supports the scene and sport. Whether motocross, off-road, NASCAR, MMA, BMX, surf, snowboard, ski, skateboard, or the rock and roll lifestyle, Monster Energy is a brand that believes in authenticity and the core of what its sports, athletes and musicians represent. More than a drink, it’s the way of life lived by music artists, athletes, sports, believers and fans.

Gaming illustration by Gabrielle Marchan for 360 Magazine

What are the benefits of CoD Cold War boosting?

If you’re a player of Call of Duty: Cold War, you know that there is an intricate ranking system involved there and that climbing it is no easy task. Competing against other players from all over the world can be quite a challenge that takes up a lot of your time.

If you want to reach a higher rank, or if you have your eyes set on a particular reward, hiring someone to boost you is often the fastest way to achieve your goal. But apart from that, you may be surprised to know that this kind of boosting can have a few other benefits for you. Read on and learn all about them!

You can get better

Depending on what kind of Cold War boosting you’re going for, there is a variety of elements you can fine-tune to fit your schedule and desires. For example, you can arrange a streaming session through which you will then actually watch your account being boosted through games. In some cases, you can even play and chat with your booster and get right in the middle of the action.

What these two examples achieve is the following: you can see for yourself that there is no cheating involved, just pure grind, plus you can actually learn by watching the booster play and pick up a trick or two. That’s a much better way to learn than losing while in the lower ranks, right?

Customizable orders

The boosting you order can be fully customized to your preferences, so if there are some challenges you would like to try and fulfil on your own, you should be able to arrange with the booster to leave that to you. Thinks like ladder points, KD and level boosts, camo boosts, calling cards or seasonal challenges can all be the focus of this service.

Everything is done with your account’s security in mind, so a reliable boosting service will use SSL encryption and VPN services to make sure no problems ever arise. And if they happen to be playing with your friends, a real professional will not contact them so as not to compromise anything.

The cherry on top is the fact that some boosters even offer to return your money if you are not happy with how things go. Therefore, you have absolutely nothing to worry about. This kind of service can help you enjoy your game so much more.

A few final words

Getting a CoD: Cold War boost doesn’t necessarily mean you can’t participate in the process. You can be in contact with the booster and set everything up so that it fits your schedule perfectly.

At all times you and your account will be perfectly protected, so why not go ahead and pick this up, especially if you’re getting a money-back guarantee with it? After all, if you can play with your booster, imagine how good that’s going to feel.

Fortnite illustration by Heather Skovlund for 360 Magazine

Fortnite Most Streamed Game on Twitch

Fortnite Most Streamed Game on Twitch for March 2021 – 7M Hours Streamed

According to data presented by Safe Betting Sites US, Fortnite was the most streamed game on Twitch for March 2021 – a total of 6.99 million hours streamed for the month.

Fortnite Leads Several of Twitch’s Key Metrics

Fortnite continues to dominate charts in 2021 and was the most streamed game on Twitch for the month of March. The popular online Battle Royale game logged a total of 6.99M hours streamed on the platform. The second most streamed game on Twitch was Call of Duty: Modern Warfare with a total of 5.03M hours streamed for the month of March.

Fortnite also led the charts in the number of streamers for the month of March 2021. A total of 669,749 streamers streamed Fortnite for the month. Minecraft had the second largest number of streamers with 468,017. Overall, the top 10 leading games in terms of the number of streamers for the month of March, were streamed by an estimated 3.2M streamers on Twitch.

The top 10 games on twitch with the most channels accounted for over 50K channels. Twitch had an almost 20% share of this total with 9,707 channels in March 2021. The second most was COD: Modern Warfare with just under 7K channels.

League of Legends had the largest recorded peak viewers on Twitch in March 2021 with 704,375 peak viewers. The second-largest belonged to Minecraft which recorded 663, 533 peak viewers in March 2021. Fortnite had the fifth largest peak viewers with 641, 227.

Rex Pascual, Esports Editor at Safe Betting Sites US commented: “Despite the rise of many other titles within the same game mode such as PUBG and Warzone, Fortnite continues to attract large audiences on video game streaming platforms. Fortnite’s status as the pioneer of the increasingly popular Battle Royale game mode gives it a loyal and avid fanbase that will keep it near the top of Twitch’s charts for years to come.”

You can read more about the story with more statistics and information here.

video game illustration by Gabrielle Archuleta for 360 Magazine

GAME+ RAISES COMPETITIVE GAMING STAKES

Available on iOS and Google Play, Game+ provides a safe and secure marketplace for gamers to play for money 
Today, Game+, the app that enables skill-based head-to-head gaming competition for money, officially launched. Available now to download on iOS and Google Play, Game+ offers members a secure marketplace where they can create or accept gaming challenges for money and have their winnings automatically transferred to their account.

“Video games have always been a passion of mine, are surging in popularity, and are inextricably woven into the very fabric of our culture,” said Karim Sanford, Co-Founder and President of Game+. “We built Game+ to bring a secure, on-demand, competitive marketplace to the category that enables gamers to test each other’s skills for money while removing barriers to access any winnings.”

To use the Game+ platform, upon successful identification verification, gamers will create an account and receive a Game+ Discover® prepaid card that can be used everywhere Discover is accepted – at stores, online, or to get cash at ATMs nationwide.  Members who sign up can receive 5% cashback on purchases, subject to terms and conditions.

Once members’ accounts are set up, they will be able to use the app to send challenges to friends, choose from a library of over 50 games, select the gaming console or mobile device they want to compete on, and set the amount of money they want to put on the line for the game. The game is then played and the winner reports the results to the app, which automatically transfers funds to the winners’ account. Game+ members can participate in competitions across a variety of device formats including Xbox, PlayStation, Nintendo Switch, iPhone and Android.

In addition to facilitating competitive skill-based head-to-head challenges amongst friends, Game+ enables users to compete in challenges with the broader community for money. The platform currently supports dozens of popular games including FIFA, Madden, NBA 2K, Call of Duty, Fortnite, Halo, Tekken, Street Fighter, Super Smash Bros., and Rocket League. Members will be able to join hubs for their favorite games and create challenges. In the same way they’d challenge a friend, their game will then be shared with the community, providing industry defining, on-demand competition.

Game+ solves two of the thorniest problems in facilitating gaming for money. First, it provides a bank-level financial backend that enables payments to move quickly and safely to winners’ accounts, without excessive delays or hidden fees. And just as importantly, Game+ ensures fairness by vetting all users much as a bank would, and by creating a dispute resolution system in which judges review evidence from disputed matches to determine the winner. Game+ is a clean, trusted community where members’ funds are safe and their matches are fairly decided.

The Game+ app is certified compliant with the age verification and geolocation mandate under the Unlawful Internet Gambling Enforcement Act of 2006 (UIGEA). The certification was completed earlier this year by a leading independent lab – establishing a new standard for legitimacy and trust in the space.

The Game+ app is available to download on iOS or Google Play (standard data rates may apply). You must be 18 years of age or older to create an account on Game+. Game+ is not available in Arizona, Arkansas, Connecticut, Delaware, Florida, Louisiana, Montana, Nebraska, New Mexico, South Carolina, South Dakota, or Tennessee.

360 MAGAZINE illustration for online gaming by Symara Briel Wilson

Forgotten Vintage Gaming Consoles

The video game console scene these days is quite settled, boring even. Sony and Microsoft have a stranglehold on the market, with the PlayStation enjoying a healthy lead on the Xbox. And then you have Nintendo doing their own thing with the Switch on the handheld segment, despite the rise of mobile gaming. 

All this is a far cry from the early decades of video game consoles. Consoles had some crazy innovations in the 1970s, ‘80s, and ‘90s, as the designers were experimenting quite a lot. Naturally, the technology was also quite primitive in terms of computing power, graphics, and display, resulting in some extra weirdness. 

These are some of the vintage gaming consoles that never made it to the big leagues in the cut-throat video games market. Some were from small brands while others are from the big names we still see churning out consoles and games today.

Fairchild Channel F 

Despite being the first home console to use cartridges and a microprocessor, the Fairchild Channel F failed in the console market. Pitted against the legendary Atari 2600 (home of Pacman), the Channel F ended up decidedly second-best. 

Before the Fairchild, other consoles like the Magnavox Odyssey came with games built-in, which severely limited choice as well as graphics quality. The Channel F came with two built-in games and a library that eventually expanded to include over 26 games. 

The cartridges for these games were called “videocarts” and had games like Tic Tac Toe, Space War, Spitfire, and Shooting Gallery. Though it had a decent list of games, the Fairchild Console could not match Atari’s popular arcade games. 

And the controllers were also decidedly poor quality, breaking rather quickly. The F in Channel F stood for “Fun.” The fun stopped for Fairchild in 1983 as sales declined and they ended production after a six-year run that started in 1976. 

Radica Games Consoles

The modern handheld consoles like PSP, GameBoy, and Switch are designed to play many different games. But in the past, we had consoles that were basically one-trick ponies – they only came with one or a few handfuls of in-built titles. 

Radica Ltd is a name that many who were kids in the 1980s and 90s may not remember. Though not as famous as Sega or Nintendo, the US manufacturer was quite prolific in the handheld consoles market, mass-producing devices between 1983 and 2006. 

Though they became famous for consoles that carried titles from the biggest brands like Sega and Taito, Radica actually started in the gambling business. The company initially launched collectible game consoles for casinos. 

These had classic games like Blackjack 21, Poker, and Solitaire. Though thoroughly outdated by modern standards, the vintage feel of the games does make Radica consoles great from a nostalgic POV. Online variations have been designed to model modern blackjack tables as found in top land-based casinos.

Radica did not do anything innovative in the design department. Their consoles largely copied the design set by others. The company was eventually acquired and fully absorbed by toy giant Mattel in 2006. 

The Vectrex

We take screens for granted these days – be it on handheld consoles or mobile phones. But there was a time when consoles had to depend entirely on an outside video output source (and they still do for PS5 and Xbox Series X). 

The Vectrex was an idea that came far too soon – in an era when screens were still bulky, monochrome, and highly pixelated. Launched in the early ’80s, the Vectrex came bundled with its display, which was like a mini-TV. 

The display was black and white, with a series of plastic color overlays that you could place on the screen to make the objects look red, green, or blue. Though it had way better graphics than contemporary consoles, thanks to vector graphics instead of bitmaps (smooth lines), the console was ultimately a failure. 

For one, it was incredibly expensive. And the allure of not needing a TV for gaming was not huge in those days, especially as this was not a portable device. It was one of the major casualties in the great market crash of the video game industry in 1983.

Virtual Boy

Virtual Reality is a cutting edge technology that holds a lot of promise in gaming. Yet in 2021, it is still a niche in the video games landscape – a fast-growing one at that, but still in need of evolution. So you can imagine how primitive a VR-based console must have been way back in the 1990s. 

Launched by Nintendo in 1995, Virtual Boy was a good 20 years ahead of the technology. The 3D game system came with a cool VR headset and a connected controller, and games in full monochrome glory. 

Yes, Virtual Boy games had to be enjoyed in red, as the hardware was not capable of outputting in any other colors. It had a real “Terminator vision” vibe to it, which was probably intentional given how popular those movies were back then. 

The hardware was quite bulky, with the headset being quite cumbersome. And it was also quite notorious for causing headaches and eye strain to users. The one major game available on the Virtual Boy was Mario’s Tennis. 

Though the stereoscopic 3D was quite impressive for its time, the console was widely panned by critics and users. It was a commercial failure as well, due to insane pricing. Nintendo did try to make it more appealing by dropping the prices but to no avail. The Virtual Boy sank without a trace. 

Asian-American LGBTQ+ Actor Slays Stereotypes in Monsters of Man

Mark Toia’s Monster’s of Man has been crushing the online streaming service game, sitting on AppleTV’s Top Movies, Top Rentals, Highlights, and currently ranking in the top 200 movies on IMDb having just debuted on December 8th, 2020.

Hawaiian/Korean-American actor Conrad K. Pratt from Kāne’ohe, Hawai’i (Hawai’i Five-O, The Wolverine, GLEE, The Real O’Neals) was approached by production initially to play Bao, one of the medical students the film centers around. After learning that he had an extensive background in dance, motion capture and stunts, Toia quickly offered him the roles of the four killer robots as well. Pratt’s physicality was highlighted several times throughout the film, mostly in his cat and mouse chase through the Cambodian jungle and several of the robot-on-robot fight sequences.

“My dance and theatre background really helped me in creating these characters. I was incredibly honored that Mark has trusted me with the movements of our antagonists, as any sort of robot movement can go cheesy unbelievably quick. Working on Monsters of Man, we actually shot in the Cambodian jungle so I was lucky to have the surroundings right there for me. On a normal Mo-Cap shoot, you’re on a blue screen stage and it’s up to you to create that masterpiece around you. A project like Avatar would be such a wild experience and challenge, one that I would love to take on one day.”

The stigma surrounding masculinity in both the Asian-American and LGBTQ+ communities seem to not deter Pratt from forging on in his career. Given that he’s competing in Caucasian and heterosexually dominant avenues of Hollywood, it actually seems to be doing the exact opposite.

“I think the words ‘masculine’ and ‘feminine’ are so unbelievably dated. Who gives a flying ‘you know what.’ It’s an opinion, there’s no right answer. I do, however, believe that both the BIPOC and LGBTQ+ communities are being better represented and more visible across the entertainment spectrum. To represent both of my communities on a project of this scale was an absolute privilege and I look forward to crushing these ‘masculine/feminine’ stereotypes by just being unapologetically me.”

Monsters of Man is now available world-wide on Apple TV, Amazon Prime, Vimeo On Demand, YouTube, Google Play, and XBOX with more streaming services being added in the future.

Has eSports Become a Part of Pop Culture?

A couple of decades ago, when video games burst into the mainstream audience for good, everyone could have guessed that gaming would soon become an important part of the entertainment industry. But what no one could have predicted is just how popular it would become not to play video games yourself, but to watch other people play. So popular in fact, that competitive video gaming, i.e. eSports, has slowly but steadily grown to become an important part of pop culture. But how and why did eSports gain so much momentum?

eSports expand their reach into the mainstream audience

When the first organized competitive gaming tournaments emerged where professional players vie for a prize, analysts very aptly dubbed the new practice “eSports”. And research reported by the Influencer Marketing Hub reveals that this new industry has quickly expanded its appeal and gained unprecedented growth. In 2017, eSports reached an audience of 335 million viewers, which climbed to 380 million in 2018. It is now estimated that until 2021 that number will reach roughly 557 million, exhibiting an annual growth rate of 14%. Out of those, 250 million will be regular viewers but another 307 million will be casual spectators. This means that casual viewers will constitute the majority of the eSports audience.

Furthermore, according to the same source, even people who do not watch eSports have still heard of them. In 2015, an impressive 800,000 people were aware of the industry. But a year later, over a billion people have reportedly heard of eSports – a jaw-dropping growth. In 2019 alone, eSports awareness was estimated to have reached 1.57 billion people around the world. The combination of these two facts, i.e. the number of casual viewers and the tremendous growth in awareness, lead us to the conclusion that eSports has now become an important part of pop culture.

How eSports became a part of pop culture

But if you want even more proof, just take a closer look at eSports betting. That’s right: betting sites now consider eSports as a sub-category of the traditional realm of sports betting, and punters can place wagers on the biggest eSports tournament just like they would on the NBA finals or the Super Bowl. It is no surprise, when you consider the hype surrounding the biggest eSports competitions. In 2019, the League of Legends World Championship gathered an audience of almost 4 million viewers, and the Fortnite World Cup Finals amassed an impressive 2.3 million. Speaking of Fortnite, it is perhaps the game that best encapsulates how video gaming and eSports are now part of pop culture in their own right.

Who could forget the iconic and hilarious scene in Avengers: Endgame that saw Thor compete against “Noobmaster69” on Fortnite? Just like people are still not over the live concert series that now takes place within the Fortnite game. Travis Scott was the first to take the leap of faith and performed virtually to raving reviews. Now, the digital concerts continue, with J Balvin reportedly set to headline the Fortnite Halloween Concert series, in a perfect blend of these divergent strands of pop culture that has had audiences going wild. Much like the music industry, other sectors have realized the potential of eSports and gaming that allows them to reach to a wider audience and are jumping at the chance. For example, Oakley has already announced that they would launch a new type of lenses specifically designed for gaming.

If we want to understand better how eSports have so quickly become a part of pop culture, we also need to look at the channels that enabled them to connect with their audience. Millennials are now in their 20s and 30s, and they have grown up in an increasingly digital world. Watching their favorite gamers play live on Twitch or YouTube, and interacting with them on chat or social media was an organic way for them to connect. Steven Spielberg’s recent blockbuster Ready Player One took the concept one step further. In a dystopian future, taking place in a VR gaming tournament has become the one shot its protagonist has at fixing everything wrong with the world – competitive gaming has somehow turned into something more real than real life itself.

For the young adults that are right now the driving force behind market trends, and are shaping pop culture, eSports are an integral part of life and culture.

Nintendo Switch: Top-Selling Game Console of 2020

As one of the most popular consoles globally, Nintendo Switch witnessed a surge in the number of new players since its release in 2017. With millions of people spending more time playing video games during the coronavirus lockdown, 2020 brought an influx of new Nintendo fans. 

According to data presented by SafeBettingSites.com, Nintendo Switch is the top-selling gaming console in 2020, with 15.6 million units sold as of September, 65% more than PlayStation 4 and Xbox combined.

Nintendo Switch Sales Grows, PlayStation 4 and Xbox Consoles Drop

One of the key reasons for the Switch’s success is the popularity of Nintendo’s first-party titles. Blockbuster series like Mario, The Legend of Zelda, and Pokémon are exclusive to Nintendo, meaning that fans can only play them on Nintendo consoles. These Nintendo exclusive games dominate the list of top-selling Switch titles worldwide, with Mario Kart 8 Deluxe being the most popular game.

Statista and VGChartz data revealed that PlayStation 4 represents the second most popular gaming console this year, with 7.22 million units sold as of September. Xbox One ranked third, with 2.17 million units sold in the nine months of 2020. During the same period, gamers bought 330,000 Nintendo 3DS consoles. 

The annual sales of Nintendo Switch consoles have been increasing continuously in the last three years, while PlayStation 4 and Xbox are being affected by a downsizing trend. 

A year after its launch in March 2017, the Nintendo Switch hit 15.5 million units sold worldwide. The growing popularity of Nintendo’s gaming console continued in 2019, with the lifetime sales reaching 49.8 million units in December, a 55% jump from the year before. Nintendo sold nearly 4 million Switch consoles in the first quarter of 2020, with its lifetime sales growing to 53.7 million. However, between March and August, another 9.6 million units were sold, with the cumulative sales surging to 63.4 million units.

In 2017, Sony sold almost 20 million Playstation 4 consoles all around the world. By the end of 2019, annual sales dropped to 14.2 million, a 30% plunge in two years. Statistics indicate that the sales of the third most popular gaming console, Xbox One, fell by 35% in this period, decreasing from 7.6 million units in 2017 to 4.9 million last year. 

Playstation 4 Leads in Lifetime Unit Sales

Although Nintendo Switch is ranked as the world’s most popular gaming console, Playstation 4 still dominates in terms of lifetime unit sales. 

In the first three years after its launch in 2013, Sony sold 35.9 million PlayStation 4 units. Between January 2016 and December 2017, the lifetime unites sales surged by 105% to 73.6 million. Since then, another 40 million units were sold worldwide, with the cumulative sales of Sony’s PlayStation 4 gaming console rising to almost 113 million, as of August. Xbox One hit 48.2 million units in lifetime sales as of August, a 22% increase in two years.